Showing posts with label Systems. Show all posts
Showing posts with label Systems. Show all posts

Wednesday, July 29, 2015

Reports from the Orient Express - Overview & London

This is a review of the revised Call of Cthulhu campaign Horror on the Orient Express (Chaosium: 2014) based on actual play.  I intend to review each chapter of this venerable campaign as we play through it, highlighting what I see as strengths and weaknesses, and providing some suggestions along the way for what I’d do differently if running it again.  Spoilers follow, so don’t read on if you ever plan to play in this classic Call of Cthulhu campaign. 

I begin with an overview of the campaign, based primarily upon my read-though, then move onto the London segment of the campaign which my group recently completed.

Overview
It was a long wait to get the physical box set (roughly 2.5 years since it was funded), but it has to be said that the final product is magnificent, the production values are simply amazing.  In addition to all the props and pieces, there is excellent support for the keeper in facilitating the campaign – Book I is devoted to an overview of the campaign, key players and settings, while Book V (Strangers on the Train) is a cast of pre-generated NPC’s to help the GM flesh out the investigator’s journey and Book VI is a compilation of handouts. 

These are great additions to make the GM’s life easier, especially when navigating the 3 core scenario books at the table.  The utility and quality of this product has been recognised and reflected in the 4 ENnie Award nominations it picked up this year.


So what about the campaign itself?  Well, it‘s a pretty impressive and comprehensive offering.  There are exotic locations, including the Orient Express itself, multiple villains and some of the most evocative horror scenes to grace a table.  When you count all the new adventures, it’s probably enough gaming to last most gaming groups for the better part of a year. 

There are drawbacks too; the plot it is very linear, the setup and ending are restrictive and there are many sections where character agency is simply not assumed or factored, making plenty of additional work for the keeper (I'll cover this in more detail as part of each chapter review).  The authors of the revised product chose to keep much of the old campaign intact (and how could they not really, given its legendary status?), choosing to try and smooth some of the rougher edges (particularly the ending) and add a lot of additional material in the form of scenarios set in other eras, including a lengthy Dreamlands offering.


The revised campaign is also intended to be run using the 7th edition Call of Cthulhu rules (which currently exist only in electronic form).  However, it feels as though the text isn’t really optimised for 7th edition.  Sure the skill checks in the text refer to difficulty levels and the NPC and monster core attributes and fighting skills have been converted to the new rules, but in 7th edition a lot of NPC interaction is resolved using checks where the difficulty is established based on the NPC skill level.  So ideally relevant NPC skills would be written in the core text when the characters are extremely likely to interact with the investigator if following the plot as written, so the GM doesn’t have to keep skipping to the back. 

Then there are the chase mechanics which comprise a significant section on the 7th edition rules.  There is at least one formal chase in the campaign but some other obvious opportunities haven’t been framed in this way (the conclusion to the Nocturne or the Little Cottage in the Woods chapters for example).  In addition, if popular films are anything to go by, it seems inconceivable that there not be a chase through (or on top) of the Orient Express itself (perhaps for a Pulp Cthulhu run anyway).

Finally, I want to mention what, for me, is the central campaign experience.  While treasure hunting and confronting horrors both mortal and supernatural are major aspects, to me key theme of Horror on the Orient Express is the journey of the characters from light into darkness (which parallels their journey across Europe).  The artefacts they carry, the horrors they will face, and the relentless nature of their objective all seem likely to erode the characters compassion, sanity and ultimately their humanity, giving the players a really fascinating opportunity to reveal the essence of their investigator through hardship. 

Of course, this means the investigators needs to survive, and this is no easy task as the lethality of the campaign is definitely weighted toward the latter chapters.  If you can manage this feat however, the 7th edition sanity mechanics, paired with the campaign’s suggestions about the effect of the Simulacrum on investigators, are a great way to allow the keeper and player to mechanically reflect this journey, as the keeper may draw on the Simulacrum to twist the elements of an investigators backstory when they suffer a bout of madness, and the investigator may also use their backstory to employ a ‘self-help’ sanity gain between stops.  So, on to London.

Dancers in an Evening Fog and the Doom Train
1920’s London is an evocative setting to get things underway, and the campaign encourages the investigators to experience a little of British high-society against a backdrop of industrial unrest. Regrettably the London segment of the campaign is relatively brisk and punctuated with two lengthy monologues by Professor Smith, the first of which has little actual relevance to coming events.

The campaign setup that is the focus of this chapter seems weak on paper, but in actual play, the players were willing to meet the plot half-way and agree to undertake the dangerous quest that Professor Smith outlines, so as to help a friend in need.  Whether this motivation will endure the hardships the investigators have yet to suffer remains to be seen.


There is little opportunity for investigator agency as this chapter revolves around set-pieces which occur in sequence.  That said; it gets the job done, the investigators have a chance to test their investigation skills a little, and begin their quest with a clear objective, a list of clues and the resources to complete their task.

The corpse planted in the reading room of the British Museum is a nice touch, and certainly heightened the tension amongst the more research-focussed characters, but regrettably there is little explanation as to how this feat was accomplished (leading to the suspicion that Makryat may have engaged in Weekend at Bernie’s style shenanigans).

I also think there’s an opportunity to spice things up a little (for Keeper’s looking to inject a little more excitement into the opening chapter).  It seems likely that Makryat’s reputation would be well established amongst unsavoury elements of London’s occult underworld. The newspaper reports detailing his demise might lead some of these individuals to investigate his shop and see if there are any artefacts to be plundered.   The characters might chance upon a burglary in progress, possibly leading to (wait for it) a chase through fog shrouded streets, a scuffle or a tense stand-off.  This could, in turn, lead to the recovery of the ledger, or a page torn from it which details the model train sale (drawing the characters attention to this clue), or perhaps Makryat has left some notes about the simulacrum which could serve to reduce the length and detail of Smith’s monologue later and lend credence to the Turkish cult’s interest.

The main issue for me is that, as scripted there is little likelihood of the characters engaging in the Doom Train scenario.  Now I think the Doom Train is a neat little side adventure, but the main hook is not published in the newspaper until the day after Professor Smith has begged the investigators to “Go. Go quickly” fearing that the cult may already be moving to gather the Simulacrum.  Unsurprisingly the authors note that the two playtest groups for the new campaign didn’t play this scenario.

It is also possible that the players will have come to the scenario by reading the ledger in Makryat’s shop, but this seems pretty unlikely unless one of the characters is an accountant with a proclivity for breaking and entering (or you employ my earlier suggestion to spice things up).

This can be fixed by simply moving the publication of the newspaper story (and the manifestation of the Doom Train) earlier in the timeline of the week, immediately following Makryat’s triple homicide and hoping the investigators are suspicious, or bored enough to investigate. 

A more elegant solution would be to run the Doom Train as a prequel scenario.  It ties in very neatly with the interest of Professor Smith in phantasms.  Under this approach the investigators might be asked by Professor Smith to help with the preparation of his material for the Challenger Lecture by investigating the reported manifestation of a ghost train and disappearance of Albert Alexis in 1917.  Perhaps a witness to this manifestation who described the ghost train to the papers (since institutionalised) can provide information which puts the investigators on the trail of the model train, but before they reach him, Henry Stanley ‘disappears’, which segues into the scenario as written.

Running the Doom Train like this would allow the investigators to actually participate in part of the Challenger Lecture (lifting the load on the Keeper somewhat), describing whatever they chose to reveal of events on the Doom Train to a rapt audience, their incredible tale substantiated by the sensational reappearance of the train.  These events would certainly prove the resourcefulness and skill of the investigators to those watching…

In summary:

PROS
  • The opening chapter of the campaign takes place in an evocative setting and sets up the campaign with the investigators clear about what must be done, and possessing clues and the necessary the resources to get the job done.
  • There are some nice touches to add to the tension of the game, particularly the corpse in the British Museum Reading Room, the bizarre deaths of Makryat and attack on Professor Smith.
  • The Doom Train is a neat and memorable side adventure that really helps set the tone of danger and supernatural horror for the forthcoming campaign.
CONS
  • The rationale for the characters to drop everything and depart on a treasure hunt across Europe is weak.
  • There is little opportunity for investigator agency as this chapter revolves around set-pieces and lengthy monologues which occur in sequence.
  • There are some elements that may require Keeper improvisation; for example there is no provision for the investigators to seek clues from the Police following the fire at Professor Smith’s house (despite the Police being a line of inquiry for Makryat’s death and the disappearance of Arthur Stanley).  Beddow’s also seems a viable suspect following the newspaper report of the fire but there is no detail on his life, friends family etc.
  • As written, it is unlikely the investigators will play the Doom Train scenario.

So, in summary; a reasonable beginning to set up the campaign, but with some awkward components that seem like they could have the potential to be much better fleshed out and integrated, to make life easier for the keeper, and increase player engagement.

Other parts of this review:
The Blood Red Fez
Overview & London
Paris

Lausanne
Milan
Venice

ADDENDUM: Dooming the Investigators
After further reflection, I'd like to make an additional comment on the lethality of the Doom Train scenario.  Regarding the attacks of the dead passengers, the scenario states "against such slow-moving attacks, an investigator may Dodge twice in a round."  Under 7e, investigators may make a dodge in response to each brawl attack made against them, so this reflects no actual benefit. In addition, as the passengers outnumber the investigators, the second attacker should receive a bonus dice.

Run as scripted, therefore, multiple investigator fatalities are quite possible. A keeper who wishes to avoid this outcome might reflect the slow nature of the dead by choosing not to apply the outnumbering bonus, and may even grant a bonus dice to an investigator attempting to use a combat manoeuvre to push their way through the press.

Another option might be allocate the dead passengers damage of 1D8 Magic Points per successful Kiss.  Under the 7e rules characters who reach 0 Magic Points suffer any subsequent damage as Hit Points (rather than falling unconscious as under previous editions).  This allows the dead passengers to more slowly drain the life of their victims, making the struggle slightly less extreme in stakes.

Thursday, March 6, 2014

On the Rails

Last night I began running Horror on the Orient Express, which is one of the epic campaigns for Call of Cthulhu, recently revised as part of a Kickstarter.  If you’re not familiar with the campaign, this is the description from the back of the box:
 
"Orient Express contains a massive adventure for the Call of Cthulhu roleplaying game. Beginning in 1920s London, the investigators journey to Paris and thence to the ancient city of Constantinople. With luck, they may also return home."
 
My plan was to use the new campaign, which includes a significant amount of new material, to provide a complete package for my players, and end to end run of the Orient Express including all the new material.  The new campaign is now designed for 7th edition of the Call of Cthulhu.  However, there were two hurdles – first, the campaign has not actually been published yet (originally scheduled to be published in August 2013).  However, Chaoisum were good enough to send out a PDF proof version of the campaign books to backers prior to Christmas, so that was enough to get started with. 
 
Second, the 7th Edition Rules have not yet been released either (the Kickstarter was originally scheduled to be published in October 2013).  Once again there is a work around – Chaoisum have published a free quick-start set of 7th edition rules, which, combined with the playtest rules, provide enough to get underway.  I am just keeping my fingers crossed that Chaosium soon release the published campaign and, at the very least, PDF versions of the 7th edition rules so I can run the campaign as intended.
 
As I mentioned earlier, the new material written for this campaign is significant   This begins with a Gaslight (1890’s) era prequel.  There is a neat idea in the campaign – that this prequel feature during the campaign as a flashback – rather than simply reading a handout which summarises the information, the players take on pre-generated characters and play through several sessions which features a trip on the Orient Express on its pre 1913 route.  Although the material is not directly related to the main plot of the campaign there are a couple of intersections.
 
However, I decided against using this material as a flashback, opting for another of the suggested approaches – to run the Gaslight section in advance of the regular campaign, offering the players the opportunity to use the same characters for both, albeit 30 years older.  I did this primarily because I felt that the plot and clues relating to the campaign were complex enough, without distracting the players with (another) unrelated plot during the first chapter – particularly one which spans several sessions and which involves a trip on an earlier incarnation of the Orient Express.  This allowed me to start the campaign now, allowing more time for the full campaign and 7th edition rules to be released.
 
I will confess to having some reservations about the Gaslight prequel.  The notion of horror headwear (which is central to the plot) seems more than a little farcical and the plot is fairly linear -  a railroad if you will.  In addition the author seems to have made little use of the 7th edition rules in setting the difficulty conditions for skill checks etc.  On the other side of the coin, the scenario is reasonably well supported, does provide some options and timelines to guide the Keeper, plus it comes with a small non-fiction section detailing the Gaslight era Orient Express which is very helpful in describing the trip.
 
The first session went well, although the 7th edition combat rules, which allow a combatant the opportunity to damage enemies in hand-to-hand every time they attack, made the initial encounter extremely brutal and left 3 of the characters seriously injured.  However, the new rules also ensured that characters were able to gain the upper hand through weight of numbers, something which would not have had a clear mechanical resolution under the 6th edition rules.  It remains to be seen whether the rest of the prequel will sustain this momentum.

Sunday, November 3, 2013

New and Noteworthy Horror

Over on NZRaG Luke has begun his annual ranking of the top games & products of 2013.  When I looked at my own top picks, all of them were horror.  I found that little surprising - I don't exclusively read horror games, and I feel that several other products I've purchased have been of high particularly quality (e.g. Doctor Source Books for the Doctor Who Adventure in Time and Space RPG, The Laundry and Mutants & Masterminds products).

So, what (other than EPOCH) made the top of my list?

1. Eternal Lies.  The true test of a campaign like this is actually running it, but the sheer quality, size and attention to detail evident in this product are amazing.  Then, to top it off, Pelgrane offer additional support, including a soundtrack, map, comprehensive conversion notes for Call of Cthulhu, plus NPC portraits.  Truly a masterful product.

2. World War Cthulhu: Darkest Hour.  So far I only have this in PDF, so can't comment on the quality of the physical book but this seems like an interesting take on Delta Green style gaming in WWII, and the first in a series of Cthulhu war books. I'm not sure how easily this setup would mesh with the history of WWII - history buffs often have high levels of expectation about integrating games like this into the context of such a well-known conflict, and may therefore have trouble suspending disbelief - for example if the characters fail to prevent the horror from manifesting, how does this not have a visible impact on the war?  Interestingly with the parallel release of Achutung! Cthulhu you can choose whether you prefer a pulp or purist take on Cthulhu in WWII.

3. Esoterrorists 2nd Edition a refresh of the Gumshoe system in this clever and compelling contemporary horror setting.  I love the idea of the Esoterrorists setting, albeit not wildly dissimilar to Delta Green or The Laundry.  However, some of the scenarios have been very well executed, and this is a game I'd like to run more of.  I find the basic Gumshoe combat system a little clunky, so i'd be interested to see how this edition improves on that.

Thursday, October 17, 2013

What Tabletop Games can learn from LARP

I had been planning a post on tabletop gaming versus live-action gaming, then Jenni went and stole my thunder.  However, the more I thought about it, the more I realised that what I actually wanted to explore was what lessons I think tabletop games can learn from theatre-form LARP.

LARP killed the tabletop star?
In my local roleplaying community LARP has been on the rise over recent years, and tabletop games and events have suffered diminished attendance when tabletop and LARP events clash.  Some tabletop GMs I know have complained that this has meant some of the more creative and immersive gamers in the community are now less likely to pull up a chair at their tabletop games at a ‘con when offered a LARP in the same slot.  Certainly the LARP community has been growing and flourishing in a way that the local tabletop community has not.  Why is this?  What makes LARP more appealing to some players than a tabletop experience?

There are many differences; some people enjoy costuming and set dressing (perhaps better termed 'immersion'), others prefer romance or intrigue plots, which are more elegantly executed in a live setting with a larger cast, than across a table with the GM playing multiple NPCs.  There’s not much tabletop can do to compete with this, but I do think there are some other things that tabletop can learn from the LARP experience.

Character Agency
In most parlour style LARPs players are given a high level of character agency.  They usually have a background, contacts and goals to try and achieve during the game.  From that point on, the player has almost complete control of their character.   There is usually little or no GM moderation, and often no interaction with a GM at all.   The players are effectively in charge of creating their own fun. This is a pretty big challenge to traditional tabletop games, although much less so to indie games.

This freedom can be very liberating, and I think the thing that tabletop games can take away from this is that many players enjoy a high degree of freedom in the way they explore their characters, and interact with plot.  To my mind this is pretty much the opposite of the ‘railroading’ common in many traditional tabletop outings.  Although I don’t think this means traditional games should move away from railroading entirely, I do think that there is cause to examine just how many assumptions, set-piece scenes and pre-determined outcomes feature in tabletop scenarios.  Do the characters genuinely have agency? If not, can some elements be constructed more flexibly to allow other outcomes?  Ideally a scenario should have a number of moving pieces, which can be added, removed, shifted, or replaced with entirely new character-generated pieces as required.

Rules Lite
Systems and rules are often extremely light in LARP.  In general they follow a principal that the rules should be secondary to interaction between characters and have as light a touch on the game as possible.  I think this is a principal that would enhance tabletop games for many players.  To be clear, some player like rules, mechanics and dice irrespective of the game or setting, but others are much more focused on story character and drama.  If you want your game to appeal to these players, the rules should support and enhance the game, not shackle and slow it. 

There are so many different rules and hacks available, that it should be possible to find the right kind of rules, for the right kind of game.  For example, in Trail of Cthulhu, a game about following clues, characters spend a relevant investigative point, mark it off their sheets, and narrate how it manifests, automatically earning the clue.  The system supports players rapidly accessing clues, and building some narrative details into the experience, while balancing their actions against a finite pool.  In EPOCH, during a Challenge Round players choose the level of injury or trauma their character sustains from cards in their hand, then narrate how this comes to pass  -the focus is on the impact of the challenge for the character, not the mechanical resolution to achieve this outcome.  In wrestling game Piledrivers and Powerbombs, ring scenes are simple and fast flowing, with players drawing playing cards, then holding or folding – promoting a narrative style combat without slowing the game for mathematical calculations, or the translation of actions into game-terms to apply a resolution.

So the question I think a tabletop GM should ask themselves of a scenario is: ‘what is the core activity of this scenario for the characters?’ then ensure the system being used is optimised or streamlined to enhance and support this activity.  It can be tough – we all have our favourite systems, but unless your players share this love, it is worth at least investigating other possibilities.

Sharing the Spotlight
Due to the high level of character agency in LARP, and the ability for multiple conversations and encounters to happen simultaneously, the amount of down-time in LARP can be pretty low.  Compare this with a tabletop game of say, 5 players where it is unlikely that more than 1 or 2 characters are narrating actions or speaking at once, and often the GM is speaking and all of the players are listening.  In this situation there is a high level of down-time for some players – particularly if there are folks in the game who enjoy the spotlight, and others who are quieter or more retiring. 

In some games, a less description from a player equates to a lower levels of action involving their character, meaning that both player and character are less involved in the scenario if they are overshadowed by others.  Both traditional and some indie games have tried to correct this balance through mechanics (e.g. combat rounds & character-specific powers or story points & narrative negotiations).  Nevertheless, there is generally going to be a higher degree of downtime in a tabletop game for the players.

In my view, the key to achieving a better balance is through game management by the GM – which is to say being aware of the amount of spotlight time each player/character is getting, and trying to balance this as much as possible.  In addition, encouraging the players to share or build on one-another’s narration, and interact more is likely to reduce downtime and mean the players are more engaged.  It’s not always easy, but it is an important step in making sure all the players are having a great time.

Friday, July 26, 2013

Introducing New Games

Over on RPG.net there has recently been some talk about just how much GM-driven description is ideal for roleplaying games.  Some contend more description is better, others argue that too much description alienates players.  I think that if you play a campaign with some regular players, as a GM you probably have a good sense of which players enjoy description, and which are itching to interject and get started with their character’s interactions and the secret is finding the right balance to keep everyone happy.  But what about when you run a new game for the first time?  What about when you have a group of strangers at the table, as you might in a convention game?
New games often have an awful lot of information to convey.  Many have both a bespoke setting and a bespoke system.  Players will want to know from the moment they sit down, what sort of dice are needed?  What about character sheets?  Some will be focussed on the mechanics, seeking to draw comparisons with similar game systems, while others more interested in the setting, and the role of the PC’s.  And then there are many players who don’t engage at all from the outset, reserving judgement until later.
So, how to reconcile of the tension between a tremendous information dump, and not spending the first 30-45 minutes of the game talking about playing, rather than actually playing the game?  I personally find that an integrated approach works best, and here are the steps I generally employ as part of a 'pre-flight checklist' before every game.
  1. Be well prepared before the game.  Think about how to describe it, and make sure you have all the props (pre-generated characters, handouts etc.) printed and ready to go.  I usually try to have the below list on a single page, with some dot points for each heading to jog my memory about what I’m going to say.
  2. Talk about other stuff before the game.  Most important if you are running the game with strangers – it is important to get to know folks a little before the game begins and try and make sure everyone is comfortable  and engaged.  I usually ask about other games people have played, or other events at the ‘con.
  3. Start with a purpose statement.  A high level description of what the game is about and what role the character will play.  If the game is about investigation or problem solving, it’s important to emphasise this here, so that the players understand the game dynamic from the outset.
  4. Now it’s time to talk about system.  Unless you are using a system specifically designed for one-shots (Dread, Fiasco, EPOCH etc.) then you might need to consider making a cut-down or ‘lite’ version of the system and using only the mechanics that will actually be needed for the scenario you are running.  I try and customise character sheets where possible so only the information needed for the specific scenario is presented.  If combat is a major element of the game, I usually do a short introduction at this point, then revisit it later, when the characters have sheets in front of them, with an example in mind.  It’s important to keep this system description as short, and to-the-point as possible, and ask if there are any questions after each main point.  It’s likely there will be a recap of skill or combat rules when the scenario calls for this to occur, which should allow for additional reinforcement, and breaking up of the detail.
  5. Now the setting, where does the game take place?  If it’s a high-concept setting then I usually try and have examples of other popular media to draw on and then explain the differences.  What role do the characters have in that setting?  Particularly flag the way that NPCs are likely to react to them in the context of the scenario, so everyone is one the same page when the game begins.
  6. Break out the pre-generated characters or backgrounds. These should always be as short as possible, ideally no more than a couple of paragraphs.  More than that and it's likely that not all the players will absorb the details.  As an example, check out the way I set out pre-generated characters in Sundown, my Call of Cthulhu scenario of the Old West.  If you want the players to have more time to absorb the information, you might hand out the sheets at point 4 instead, but be aware that players may ignore subsequent description in favour of looking at their sheets.
  7. Finally it’s time to begin the game.  I usually introduce each character first, either with a dedicated vignette scene, or by framing their arrival at a destination, and asking the player to add additional details, like a description of their character, then prompt them to embellish this with some additional detail and mannerisms.  Hopefully this way, all of the players understand each other's characters and are ready to interact when the scenario first puts them together.

Sunday, July 14, 2013

Pulp My Game

This week my gaming group returned to the world of 1920’s pulp with ‘TheTimeless Sands of India’ an Age of Cthulhu scenario by Goodman Games.  Pulp is an interesting strand of the Cthulhu games pantheon which promises a heady mix of action and adventure. Indeed Goodman Games draw on this idea to describe this series:

“Age of Cthulhu is first and foremost dedicated to exploring the horrors of the Cthulhu Mythos, and to bringing the excitement of heroic pulp-themed adventure to your gaming table. So dim the lights, load your trusty sidearm, and prepare to venture into the unknown…”

The problem?  Call of Cthulhu 6th edition, as written, doesn’t really support this style of play.  The system is (deliberately) lethal to the characters, as a form of promoting helplessness and enforcing a spiral into madness or death for the character.  To compound the mixed messaging, all but one of the pre-generated characters in the scenario have no combat skills (a nurse, mathematician, missionary and student), and the character that does (a retired soldier), has a well below average sanity score (which is further eroded by the starting condition of the scenario).

I previously played ‘Death in Luxor’ the first in the Age of Cthulhu series, using the pre-generated characters, and in the opening scenes of that game my character (with below average sanity) went permanently insane during the first scripted scene of the scenario.  The experience left me questioning the realism of the character continuing to 'investigate' the situation and ultimately spoilt my fun a little.

Now I think ‘Timeless Sands of india’ as a good pulp outing.  In fact, it reads very much like an Indian chapter of Masks of Nayrlathotep, with all the same ingredients and some neat twists on the traditional Masks formula.  It has the same potential for epic action, exotic and atmospheric investigation and a neat backstory.  There are some tweaks needed here and there, a few details that don't really make sense - but the overall bones of the scenario are sound.

What it needs, in my opinion, is to reconcile the pulp aspect with the constraints of 6th Edition Call of Cthulhu. 

Basic Roleplaying’ the system which underpins Call of Cthulhu can achieve many of the needed changes.  Other minor tweaks, like allowing players limited opportunities to re-roll skill checks, would also help.  The pre-generated characters also need to be updated, and made appropriate to this style of play.  In short, this scenario is pulp-ready, but not pulp-enabled.  House rules are needed, along with new pre-generated characters, to make this scenario fit for purpose.

Eventually, I hope that the release of the long-promised ‘Pulp Cthulhu’ will codify the tweaks needed to make Call of Cthulhu suitable for a heroic adventure style of play.  Until then, I’m satisfied that my house-rules will allow my players to experience the scenario in the style which scenario author, Jon Hook, intended.

Thursday, June 13, 2013

Four Campaigns I’d Like to Run

We’ve been playing a lot of EPOCH recently, which has been terrific fun, but too much single-session madness can sometimes set you hankering for the meaty substance of a longer campaign.  There are many games on my shelf that I’ve been looking at wistfully – planning to run one day when time permits.  Here’s my shortlist:
 
1. Call of Cthulhu 7th ed.: Horror on the Orient Express
A Chaosium classic, I played through parts of this campaign and ran parts of this campaign years later, but I’ve yet to give it a thorough and solid run.  An evocative campaign with many classic horror moments, I plan to run this campaign with 7th edition next year, when both that kickstarter and the new Orient Express Kickstarter are delivered.  I’m particularly interested in seeing how the writers have addressed some of the more ‘clunky’ elements of this campaign, and what material they’ve added to the new prequel scenarios.
 
2. Rogue Trader: The Warpstorm Trilogy
After running Lure of the Expanse I had a hankering for another, longer Rogue Trader campaign.  The Warpstorm Trilogy remains high on my ‘to be run’ shelf, although I am a little concerned about how many Rogue Trader books have been published since we finished Lure of the Expanse, and what new or extended rules might now exist, and have to be ferreted out, deciphered and interpreted.  As always with Rogue Trader, the amount of preparation needed to stay ahead of the curve seems fairly high, as each sub-element of the game has different rules and tables.
 
3. WFRP 3rd Edition: The Enemy Within
This version of the game has vexed me for some time.  I really like the idea of this game, and some of the elements of the latest edition of Warhammer Fantasy Roleplay seem really neat.  My initial playtest of this edition was not a great success, but that probably had something to do with just how many choices are involved in character creation.  I’d love to give it another try and this campaign seems like a good option.  I ran the original Enemy Within Campaign, and this product seems to have little resemblance to that, but I still think it will offer an entertaining and accessible epic fantasy campaign, if only we can get through character creation.
 
4. Mutants and Masterminds 3rd Edition
Epic Villains and Vigilantes campaigns were an important part of my formative gaming years.  Ever since I’ve thought it would be great to have an ongoing supers campaign with a decent amount of crunch.  My recent supers campaigns have had a much more narrative style – and while these have been great, I’d really like to run a game which used a more detailed system, and have players that were engaged with their characters on that level.  I think it would add a deeper level to the important narrative aspects.  M&M 3rd Edition seems like it might offer an interesting entry to this style of campaign.

Monday, June 3, 2013

Buckets of Dice 2013

This weekend I attended my first ever Buckets of Dice, a roleplaying and boardgaming convention held in Christchurch, New Zealand.  I had been wanting to get down to Buckets for a while, but this year, the opportunity to combine a trip to the ‘con with family commitments and also showcase EPOCH, was too good to pass up.

The organisers were also nice enough to list me as a ‘special guest’ and promote both my EPOCH scenarios and have me facilitate a panel discussion on game publishing.

I understand the ‘con attracted around 50 registrations, although that included both board-gamers and roleplayers.  Initially it proved a little tricky to find the venue, nestled amongst the sprawling University of Canterbury campus, but thankfully there were many chalk arrows which helped guide me to the right place.  The people I spoke to before, during and after the ‘con were all very friendly, and made me feel very welcome, and it was good to see, and catch-up with some familiar faces from Kapcon.

Round 1 – EPOCH: Hard Time
I initially pitched 4 EPOCH scenarios before the ‘con, and brought the full catalogue and offered the players the choice of any scenario they wanted.  After some discussion the popular vote was for science fiction, and Hard Time was the preferred option.  Some interesting characters were generated, although many of the characters on this run began as hackers – however, as the game went on the characters became more involved with the fiction until they determined that two of them had been responsible for Project LAZARUS, which had unleashed the source of the horror on all the prisoners. 

I love it when players do this kind of thing through flashbacks because I think it really enhances the mesh between character and scenario, while bringing in new ideas and fresh twists.  Of particular note in this run was one character played the Hero twice (through taking back a second Hero/Zero card after winning a ballot) so ultimately doomed their character to elimination in the last challenge through selfless sacrifice.

Panel on Game Publishing
Much like the discussion that took place at Kapcon, this was a round-table discussion about lessons, pitfalls and opportunities involved in self-publishing role playing games.  Attendance was light, but there was some clear interest, and enthusiasm for exploring the new opportunities that the current market offers.

Round 2 – The Company
I signed up for this game as it was one of the few with free spaces following round 1.  The game used Apocalypse World (which seemed to be extremely popular with con-goers – almost all the other games on offer used AW or an AW hack).  However, there was a neat science fiction twist – the game was set on Pluto in a highly bureaucratic civilisation which imposes crippling taxes on its people (the setting was borrowed from a 1977 Dr Who story called The Sun Makers).  I played a skinner called Dodge and spent most of my time trying to keep the other characters from coming to blows, while seeking some escape from the tedium of a system which charged a daily breathing tax.

We spent a fair bit of time on trying to acquire the finer things – probably half an hour trying to leverage enough funding to purchase an apple, before delving into who was really pulling the strings of the company.  The scenario ended with a bang when we confronted the inhuman villain behind the scenes and ignored his warnings, pressing a button which doomed the entire civilisation.  It was a fun time, although I think Apocalypse World wasn’t an easy mesh with the aims of the scenario.  Given the complexity and detail of the setting, I think pre-generated characters with embedded knowledge and agenda might have provided stronger direction to fulfil the GM’s vision for this scenario.  Equally, an investigative system like BRP or Gumshoe might have better supported the characters attempts to find clues and interact with the Company hierarchy. That said, I had fun and really enjoyed the other players take on their characters.

Round 3 – EPOCH: Hard Time
I was ready to run almost anything, except Hard Time again.  However, on day 2 when I put it to the players they were again keen on science fiction, and had heard good things about the run of Hard Time from the day before – so away we went!  This run had some characters who took really different directions, leading to some rich flashbacks and some intense in-character confrontations.  There was a Prison Break style story, with one character being sent to rescue another inmate, only to discover at a crucial moment that the other character was an android replacement… 

Another of the characters was a space pirate, previously abducted by aliens, while yet another was a clone who had rejected his corporation-specified genetic programming.  This character led to many trailer worthy moments including his memorable refrain: “How can this fu*king sh*t get any fu*king worse?” Really, really great fun, with another suitable epic ending. 

Overall I really enjoyed my time at Buckets of Dice, and if the opportunity presented, I’d definitely go again.  I also enjoyed introducing EPOCH to new players and seeing how folks interacted with the game in their own ways.

Monday, February 11, 2013

The Proof of the Pudding

I just recieved the proof set of the EPOCH print-on-demand card deck and I have to say it is pretty fantastic!  For those who are interested I'm working with the good people at drivethrucards.com who have been extrmely helpful and easy to deal with.  Here are some early pictures of the proof deckNow, how soon can I schedule another EPOCH game?